/Engine/Source/Runtime/Engine/Classes/Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h
Timed Particle Effect Notify Allows a looping particle effect to be played in an animation that will activate at the beginning of the notify and deactivate at the end.
class UAnimNotifyState_TimedParticleEffect : public [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState)
bool
bDestroyAtEnd
Whether or not we destroy the component at the end of the notify or instead just stop the emitters.
FVector
LocationOffset
Offset from the socket / bone location.
TArray<TObject...
PreviousPSTemplates
The following arrays are used to handle property changes during a state.
TArray<FName>
PreviousSocketNames
TObjectPtr<UPa...
PSTemplate
The particle system template to use when spawning the particle component.
FRotator
RotationOffset
Offset from the socket / bone rotation.
FName
SocketName
The socket within our mesh component to attach to when we spawn the particle component.